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#21
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Items being lootable once given to npcs will eventually be fixed. Lots of rewriting quests is involved to prevent trade exploits. This will, eventually, be fixed. Quote:
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------------- I hope that helps to answer a few of these questions. Ultimately, we try and make everything as classic as possible. | ||||||||||||||||||
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#22
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your stocks just went up in my books Nilbog
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[Shaman] Fwank
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#24
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#25
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This sounds a lot like the debate of Classic EQ vs. An improved quality of life EQ is see every few days.
Item linking is ridiculously convenient and reduces a shit load of heartache for players, albeit not a truly classic feature. Staring at the spellbook while medding is a pointless gameplay mechanic, but its removal is also not classic. I would understand and respect a decision to have these quality of life features removed for the sake of being true to form, but I would like to think that the p99 dev team would also take into consideration the reason they were eventually rolled out in the original EQ live environment. EQ was a brand new beast, Brad McQuaid, Smed and company were still trying to figure out what the hell they were doing and re-evaluating their original design decisions post launch. They made a lot of concrete decisions (like anyone passionate about what they do) regarding the game, some of them good, some of them bad. Eventually, the dev team realized they had made some poor decisions in a few areas and slowly began making changes to improve the game as a whole. It look a long time to make these changes, as they rolled them out to the Public Test Server and watched the player reaction (read: nerd rage) on the forums to the changes, they would calibrate accordingly. Things like putting SK HT on a different resist table, adding in the map, tweaking the exp tables, removing the spellbook while medding and hyperlinking were all features added to make EverQuest a much more solid game as a whole. To be honest, I’m on the fence since I like a slightly more classic experience but I also like the quality of life changes that went into the game around the time of Luclin/PoP.
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#26
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I charmed my way to get levels during pre kunark and kunark/velious eras, right from level 12 when charm became available. This is absolutely impossible on this server, I don't know changes in the code were made, but charmed pets seem to be far more unreliable and mobs catch the enchanter far more easily. I don't know why it was changed on Project 1999, but Enchanter charm is *much* weaker than it should be.
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"Everything can at all times be stated, for it will always be understood by those who are able to understand."
- Eliphas Levi | |||
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#27
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#28
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That's why I trust the people who run this thing. | |||
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#29
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http://www.waringmcmarrin.com/?page_id=52 | |||
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#30
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I also tried out low level charm last fall and I think it worked pretty well. My enchanter sat around at the dervish camp in WC with a charmed rogue dervish we called Pornstache. He would backstab for 60 or so, which was like 25% of the life of one of his former comrades. | |||
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